GZG List archives -- October 2005

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[GZG] RE: [FT] Repair ships



Repairing Hull and Armour is the perview of proper yard facilities and takes
longer than the Damage Control timescale allows.
Part of the reason for this is the FTJava campaign that's about to test.
With an acceptable mechanic in place, I can try coding it so the file
doesn't need hacking next time one is run. 

Taking Oerjan's comment on board as well:

Field Repair Facility
Mass: 10
Cost: 50 CPV
Spare Parts Cargo: 1 mass/5 NPV
Target must meet criteria for a Boarding Action (see MT) in order to
undertake repairs.  Each turn, it can attempt to repair ONE system.  If
damaged, it is repaired on a roll of 4+, if destroyed (using optional rules)
it is restored to damaged status on a roll of 6+ and can then be further
repaired.  Each repair attempt consumes 1 Mass of cargo.


Brendan
'Neath Southern Skies

> -----Original Message-----
> From: Izenberg, Noam [mailto:gzg-l-bounces@xxxxxxxxxxxxxxxxxxxxxxx]On
> Behalf Of Izenberg, Noam
> Sent: Wednesday, October 12, 2005 9:58 PM
> To: gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
> Subject: [GZG] [FT] Repair ships
> 
> Neat idea.
> There should be a range/speed restriction - ship being 
> repaired must be within 6 MU and relative speed of the two 
> ships must be zero (possible in cinematic) or less than 1 (vector).
> Repair Facilities should also have Cargo to draw upon. Every 
> _attempt_ to repair uses one cargo.
> RF's should be able to repair Hull and Armor. 3+ for each? 
> 
> Should there be a different "Collier" facility or simply 
> cargo storage on the same vessels for replacement SMR/SMLs 
> and fighters?

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